Replicated Level Streaming?

Hi all.

I am trying to build a multiplayer dungeon game which creates a procedural floor on begin play using a grid of level instances.

Works great for actors which AREN’T replicated (I can just place static meshes in sub-levels and then spawn the level on both the server and each client) – however this becomes a problem with replicated actors because it causes them to be created twice; once on the server which is then replicated to the client (how I want it), but also spawned on the client side when the streaming level loads.

Is there a clever way to cause any replicated actors placed within sub-levels to exist on the server side only? i.e. so that when a streaming level instance is created, the static meshes and other non-replicated actors can be loaded as usual but any actors that are supposed to be server side only and replicated are left alone?

Cheers,

Jackson.

Hey Jackson,
did you find a solution yet?

Have you tried this plugin in order to solve this issue?

Also wouldn’t it maybe work if you do not place the actors directly inside the levels but spawn them on the server as soon as the level has been loaded?
For example placing different target points with information of what class could be existing here inside the level and then on the server, as soon as the level streaming has finished, pick one or more of these target points randomly, check the added class and spawn it with spawnActorFromClass?